#version 330

in vec3 position;

//uniform mat4 modelMatrix;
//uniform mat4 viewMatrix;
//uniform mat4 projectionMatrix;
uniform mat4 MVPMatrix;

void main()	{
	
	//gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0f);
	//gl_Position = projectionMatrix * vec4(position, 1.0f);
	//gl_Position = vec4(position, 1.0f);
	gl_Position = MVPMatrix * vec4(position, 1.0f);	
		
}